#pragma once

UENUM(BlueprintType)
enum class ECharacterState : uint8
{
	ECS_Unequipped UMETA(DisplayName = "Unequipped"),
	ECS_EquippedOneHandWeapon UMETA(DisplayName = "Equipped One-Hand Weapon"),
	ECS_EquippedTwoHandWeapon UMETA(DisplayName = "Equipped Tow-Hand Weapon")
};

UENUM(BlueprintType)
enum class EActionState : uint8
{
	EAS_Unoccupied UMETA(DisplayName = "Unoccupied"),
	EAS_HitReaction UMETA(DisplayName = "HitReaction"),
	EAS_Attacking UMETA(DisplayName = "Attacking"),
	EAS_EquippingWeapon UMETA(DisplayName = "Equipping Weapon"),
	EAS_Dodge UMETA(DisplayName = "Dodge"),
	EAS_Death UMETA(DisplayName = "Death")
};

UENUM(BlueprintType)
enum EDeathPoss : uint8
{
	EDP_Death_1  UMETA(DisplayName = "Death1"),
	EDP_Death_2 UMETA(DisplayName = "Death2"),
	EDP_Death_3 UMETA(DisplayName = "Death3"),
	EDP_Death_4 UMETA(DisplayName = "Death4"),
	EDP_Death_5 UMETA(DisplayName = "Death5"),
	EDP_Death_6 UMETA(DisplayName = "Death6"),
	EDP_Max UMETA(DisplayName = "Max")
};

UENUM(BlueprintType)
enum class EEnemyState : uint8
{
	EES_NoState UMETA(DisplayName = "NoState"),
	EES_Dead UMETA(DisplayName = "Dead"),
	EES_Patrolling UMETA(DisplayName = "Patrolling"),
	EES_Chasing UMETA(DisplayName = "Chasing"),
	EES_Attacking UMETA(DisplayName = "Attacking"),
	EES_Engaged UMETA(DisplayName = "Engaged")
};